Add GetPlayerTimingData lua binding...for now.
This may be removed if it fails its purpose.
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@@ -3339,11 +3339,17 @@ class LunaPlayer: public Luna<Player>
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public:
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public:
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static int SetActorWithJudgmentPosition( T* p, lua_State *L ) { Actor *pActor = Luna<Actor>::check(L, 1); p->SetActorWithJudgmentPosition(pActor); return 0; }
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static int SetActorWithJudgmentPosition( T* p, lua_State *L ) { Actor *pActor = Luna<Actor>::check(L, 1); p->SetActorWithJudgmentPosition(pActor); return 0; }
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static int SetActorWithComboPosition( T* p, lua_State *L ) { Actor *pActor = Luna<Actor>::check(L, 1); p->SetActorWithComboPosition(pActor); return 0; }
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static int SetActorWithComboPosition( T* p, lua_State *L ) { Actor *pActor = Luna<Actor>::check(L, 1); p->SetActorWithComboPosition(pActor); return 0; }
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static int GetPlayerTimingData( T* p, lua_State *L )
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{
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p->GetPlayerTimingData().PushSelf(L);
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return 1;
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}
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LunaPlayer()
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LunaPlayer()
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{
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{
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ADD_METHOD( SetActorWithJudgmentPosition );
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ADD_METHOD( SetActorWithJudgmentPosition );
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ADD_METHOD( SetActorWithComboPosition );
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ADD_METHOD( SetActorWithComboPosition );
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ADD_METHOD( GetPlayerTimingData );
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}
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}
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};
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};
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@@ -70,6 +70,16 @@ public:
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void CrossedRows( int iLastRowCrossed, const RageTimer &now );
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void CrossedRows( int iLastRowCrossed, const RageTimer &now );
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bool IsOniDead() const;
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bool IsOniDead() const;
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/**
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* @brief Retrieve the Player's TimingData.
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*
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* This is primarily for a lua hook.
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* @return the TimingData in question. */
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TimingData GetPlayerTimingData() const
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{
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return *(this->m_Timing);
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}
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// Called when a fret, step, or strum type button changes
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// Called when a fret, step, or strum type button changes
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void Fret( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease );
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void Fret( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease );
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